Blackjack is pretty much the only reliable way to get potions of cure corruption. Win 5 games in a row and you almost always get one. Though I have had very rare occasions where I win 5 in a row and get some other item.

You could wish for one if you ever get an opportunity, but in that case you'd be better off wishing for a vindale cloak, which makes you almost immune to ether.

Dungeon Crawl stone soup was updated
[release]Changelog:
New species: Octopodes, capable of wearing eight rings, but not most other items of armour.
Removed species: Mountain Dwarves have returned to the mountains. Read why they were axed here.
Changed species: Hill Orcs have had their aptitudes improved, and Minotaurs have gained both better aptitudes and a retaliatory attack with their horns. Centaurs have a slower metabolism, but are now somewhat herbivorous, gaining bonus nutrition from plants but less nutrition from meat. Draconians cannot wear body armour anymore, but can wear gloves and boots. Some Demonspawn mutations have been adjusted, and a number of new mutation sets are also available. Kenku have rediscovered their roots and now prefer to be called Tengu.
Backgrounds: Arcane Marksmen are back with a Hex-based spellbook. Transmuters have Beastly Appendage (a new spell providing a temporary beneficial combat mutation) instead of Fulsome Distillation and Evaporate. Necromancers have Control Undead instead of Dispel Undead. Monks have been rewarded for their devotion to asceticism and gain a one-time boost to ** piety when they first convert to a god.
Skills: You will now need to find an appropriate item or spell to train most skills (and doing so allows even unknown skills to be trained). Additionally, partial levels of skills (e.g., ‘15.2’) matter.
New monsters: Blizzard demons can call down freezing cold and howling winds with but a gesture. Profane servitors are angels that have been corrupted by Yredelemnul. These undead beings radiate unholy darkness and are resistant to holy forces. Several new holy monsters have been added.
Removed monsters: Giant toads have croaked, vipers have rolled snake eyes, and blue deaths have all died.
Changed monsters: Reapers are much more powerful. Fiends are now known as Brimstone Fiends, and imps are now known as crimson imps. Some demons have found themselves on different glyphs. Summoning monsters bring fewer creatures with each cast, and monsters with breath attacks (e.g., dragons) need to recover between attacks. There are many new monster descriptions and quotes.
Spells: Combining Swiftness and Flight no longer gives bonus movement speed. Mephitic Cloud and Evaporate no longer guarantee a 3×3 cloud. Passage of Golubria creates two portals when cast, and allows more than two portals to exist simultaneously. Lee’s Rapid Deconstruction and Shatter are stopped by walls unless the spell manages to destroy them. To account for the monster summoning changes, Abjuration is now a single-target spell. The screen-wide version is available as a new level 6 spell, Mass Abjuration. Maxwell’s Silver Hammer and Levitate have been removed.
Cheibriados: Ponderous equipment has been replaced. Instead, gaining Cheibriados piety slows you down. Followers are no longer given resistances, but gain the Temporal Distortion ability, which moves nearby monsters forwards in time a few turns.
Makhleb: The demon prince of destruction deals only in blood and souls! Makhleb’s invocations now cost health instead of magic. Followers will be rewarded for kills with a larger amount of health, but no magic.
The three good gods now have piety decay over time, but each has new methods of gaining piety. Elyvilon piety from pacification has been greatly increased and piety from weapon sacrifices has been adjusted, Zin demands a tithe of all gold collected in return for piety, and The Shining One gives piety for meeting new monsters (and determining whether they need to be eradicated!).
Constriction: Octopodes, nagas, some snakes, and tentacled monstrosities can now prevent their foes from escaping while squeezing the life out of them.
Various changed mechanics: Poison resistance is now only 90% effective against most effects. No spells work through glass or trees anymore. The slaying property (incribed as {Dam+X}) now works identically to weapon enchantments. Contaminated (‘brown’) chunks always give nutrition and cause nausea instead of sickness. Nauseous characters can only eat when near starving and might make themselves ill.
Items: All polearms have been lengthened and may now be evoked (‘v’) to attack non-adjacent squares (like the reaching brand). Potions of healing are now known as potions of curing, and wands of healing are now known as wands of heal wounds. Many new fixed artefacts have been added.
Branches: Terrain in the Abyss now shifts with nearly every step. This may open new escape routes for stranded adventurers – or seal ones they were planning to take. Pandemonium has a dangerous new holy-themed unique level. The Hive is no more. Tiles players can enjoy the newly redecorated Snake Pit, Labyrinth, Vestibule of Hell, Crypt, Dis, Tartarus, Cocytus, and Pandemonium. Many new vaults have been added across the entire dungeon.
Interface: Spell success adjectives are replaced with failure rate percentages which are coloured based on potential miscast severity.
[/release]

I'm curious if Diablo I and II would classify as a roguelike. Diablo I has randomly generated dungeons (I'm fairly sure atleast), drop all items on death, and tile based. The only thing about it I can think of that seperates it from most of the roguelikes in OP are the graphics, but I probably just haven't played enough roguelikes to know. Could anyone else give me insight?

yeah, these questions never really make sense. Roguelike doesn't exactly have a proper definition, though the one I agree most with is the Berlin Interpretation. Diablo misses several high-value points, though.

-snip-
Messed up the post a bit
My point is that there is no definition for a roguelike, so there will always be arguments about that
Conidering Diablo 2 I think that it may be classified as a roguelike-like, lack of permadeath is quite a big deal

Does anyone know of any rougelikes that have less than 30 keybindings. Seriously, there are 6 buttons and they do Eat, Throw, Drop, Examine, Inventory, and Equip even thought they can all just be done in one single menu.

Does anyone know of any rougelikes that have less than 30 keybindings. Seriously, there are 6 buttons and they do Eat, Throw, Drop, Examine, Inventory, and Equip even thought they can all just be done in one single menu.

DCSS if you play it with a mouse
Dungeons of Dredmor
I posted some "innovational" roguelike which has a few keybindings, forgot the name

Does anyone know of any rougelikes that have less than 30 keybindings. Seriously, there are 6 buttons and they do Eat, Throw, Drop, Examine, Inventory, and Equip even thought they can all just be done in one single menu.

Your roguelikes look pretty kewl, guys...
Am working on a flash roguelike (to get some newbies into the genre) and I will be trying to make it as noob friendly as possible without making it simple, gonna be fun to make!

Also, Elona died, and I died a little inside... I spent countless hours on that, I feel like I lost my childhood friend. :(

I've got a character on ADOM that I've managed to keep alive longer than any roguelike character I've had before. He is the orcish barbarian, Gorback, who is illiterate and kills things with his dual-wielded spears.

I've got a character on ADOM that I've managed to keep alive longer than any roguelike character I've had before. He is the orcish barbarian, Gorback, who is illiterate and kills things with his dual-wielded spears.

I was thinking of unique ways to implement sanity in a game. Anyone have any interesting ideas?

What do you mean? In terms of gaining/losing it? Or the effects it has on the player?

Certain monsters (perhaps with a tag or something like [MADDENING], I have no idea how you're coding it) could cause a steady drain on the player's SP level while within a certain proximity or even just for being in sight. Reading certain books or casting certain spells also drain SP, and it can only be recovered using certain items or resting in certain "safe" zones.

Perhaps certain very powerful rituals or items come with the price of permanently draining the player's sanity entirely.

As for effects, I think stuff like phantom mobs that appear out of nowhere and do/don't actually do any damage might be fun, maybe reading certain books replaces the text with creepy shit like death threats, or the player behaves erratically in terms of skills and magic, maybe even gaining a random bonus or penalty (penalties being much more common), for example.

I CAN'T WEAR CLOAKS!
I CAN ONLY READ SCROLLS IN THE DARK!
I FEEL NO PAIN!

You could also have certain syllables, NPCs or texts that might appear to be illegible, but once the player's sanity runs out they actually help (or hinder) the player as he finds himself able to "understand" them.

Or you could just have the Player Character commit suicide once their sanity runs out.

No idea how hard that'd be to program, but it's all food for thought anyway. Looking forward to hearing more about the roguelike.

What do you mean? In terms of gaining/losing it? Or the effects it has on the player?

Certain monsters (perhaps with a tag or something like [MADDENING], I have no idea how you're coding it) could cause a steady drain on the player's SP level while within a certain proximity or even just for being in sight. Reading certain books or casting certain spells also drain SP, and it can only be recovered using certain items or resting in certain "safe" zones.

Perhaps certain very powerful rituals or items come with the price of permanently draining the player's sanity entirely.

As for effects, I think stuff like phantom mobs that appear out of nowhere and do/don't actually do any damage might be fun, maybe reading certain books replaces the text with creepy shit like death threats, or the player behaves erratically in terms of skills and magic, maybe even gaining a random bonus or penalty (penalties being much more common), for example.

I CAN'T WEAR CLOAKS!
I CAN ONLY READ SCROLLS IN THE DARK!
I FEEL NO PAIN!

You could also have certain syllables, NPCs or texts that might appear to be illegible, but once the player's sanity runs out they actually help (or hinder) the player as he finds himself able to "understand" them.

Or you could just have the Player Character commit suicide once their sanity runs out.

No idea how hard that'd be to program, but it's all food for thought anyway. Looking forward to hearing more about the roguelike.

Thanks for the response :)

In terms of gaining/losing stamina, I had similar ideas to you. Terrifying creatures, spending too long underground or in the dark and reading cursed tomes and such are all good ideas for losing stamina. Conversely, spending time around NPC's or resting could raise sanity.

It was interesting effects I was trying to think of, and I think you came up with some great ideas. Some ideas I had myself were having friendly NPCs appear like monsters, or their speech become gibberish. Making enemies appear like friendlies (or, better yet, floating items).

I do like your penalty/bonus system though. And I am very fond of the idea of certain things only being achievable when completely insane, such as reading certain texts or understanding monsters.

Well, personally am making one because there are a bunch of features I want to see, but never seem to find in any roguelike... like good crafting that is actually worth it, item enchantments like in morrowind...